![]() ![]() Krzysztof Monkiewicz: The things that RPG players love! To start, we have an extensive and authentic combat system that relies heavily on the player’s party setup. What will players be doing in-between travel and combat? Talk me through Dark Envoy ’s gameplay loop. There are also interesting stories and characters that are deeply connected to the ever-rising conflict between these two opposing mindsets. In terms of actual gameplay, this is shown by how technological and magical creatures have a completely different arsenal of abilities and use different tactics during combat. They used the scientific method to reverse-engineer how the magic in this universe works and created their own technology based on these laws. Humans try to understand the arcane and are using the natural mythic resources to fuel their machines. Clarke’s statement that “any sufficiently advanced technology is indistinguishable from magic.” The universe of Dark Envoy is at its core a high fantasy setting that is going through very fast industrialization. Krzysztof Monkiewicz: Keeping it simple: robots & wizards. We feel that Dark Envoy will be just as much as it is ours.Įvent Horizon has often described Dark Envoy as “sci-fantasy.” Can you explain to me exactly what that means for Dark Envoy and how the team has incorporated those elements into the game’s story, world, and gameplay? Naturally, our next game is based on feedback from the ToT community, showing the impact the fans have on us as developers. ![]() In the beginning, we wanted to do a small game - a palate cleanser if you will - but we later discovered a much bigger potential in our team and the idea grew along with them. Fresh ideas, new experiences, and new skills came with each person added. Going with the flow, we started to work on Dark Envoy and the team grew. We wanted to develop a game that we would have liked to play ourselves, and… we succeeded! Our debut game, Tower of Time, was received well: praised for experimentation and not being afraid to challenge its genre’s tropes. We lacked experience, and the team was rather small - made up mostly of people who had just started their careers. Krzysztof Monkiewicz: We started as a studio of passionate gamers. How did the idea for Dark Envoy come about?
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